Fallout: New Vegas Fan Interview

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King of Creation
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Fallout: New Vegas Fan Interview

Post by King of Creation »

<strong>[ Game -> Interview ]</strong> - More info on <a href="http://fallout.wikia.com/wiki/Obsidian Entertainment">Company: Obsidian Entertainment</a> | More info on <a href="http://fallout.wikia.com/wiki/Fallout: New Vegas">Game: Fallout: New Vegas</a>

<p><a href="http://forums.bethsoft.com/index.php?/t ... iew/">Part 1</a> of the<em><strong> Fallout: New Vegas </strong></em>fan interview is up. Check it out:</p>
<blockquote>
<p><em><span style="color: #ff0000;"><strong>Will perks be available every level, every other level, every third level, etc.?</strong></span>
<em>From OakTable via Bethesda Blog</em></em> <em>

<strong>Josh Sawyer: </strong></em> <em>We have shifted the perk rate to a game setting within the GECK. We currently have it set to one perk every two levels. Internal feedback to it has been mixed, so it's too early to say if we will keep it at this setting.

<span style="color: #ff0000;"><strong> Will we be able to level past 20? Or 30?</strong></span></em> <em>
<em>From Justin via Facebook</em></em> <em>

<strong>JS: </strong></em> <em> Our level cap is 30.

<span style="color: #ff0000;"><strong> Will the PC retail game be able to be activated via Steam?</strong></span></em> <em>
<em>From @litrock via Twitter</em></em> <em>

<strong>Jason Bergman, Senior Producer at Bethesda Softworks:</strong></em> <em> Yes. Fallout: New Vegas will fully utilize the Steamworks SDK. This means that retail PC copies will activate via Steam. We are also using Steam for achievements and other features (but not multiplayer, of course. FNV remains a single player only game).

<span style="color: #ff0000;"><strong> I&rsquo;m assuming that you are reusing some of the animations from Fallout 3. Have you done anything to improve these or are they going to stay the same way that they did in Fallout 3?</strong>
</span><em>From Zearox via Bethesda Blog</em></em> <em>

<strong>Josh Sawyer:</strong></em> <em> We started our animation work by determining what new animations we needed, what existing animations we thought needed revision, and what else we could revise. We have already changed some of the core combat animations (for example, all first-person firearm aim animations have been revised) as well as creature animations (our "West Coast" Super Mutants have new idles, walk, and run cycles).

<span style="color: #ff0000;"><strong> Can you confirm 'Dogmeat' will be a companion?</strong></span></em> <em>
<em>From Barry via Facebook</em></em> <em>

<strong>JS:</strong></em> <em> The Mojave Wasteland is full of dogs. Who knows who will want to be your pal this time around?

<span style="color: #ff0000;"><strong> You hinted at multiple ammo choices being available. How deep are you going with that? Will that only be regular and AP ammo?</strong></span></em> <em>
<em>From DanishMIKI via Bethesda Blog</em></em> <em>

<strong>JS:</strong></em> <em> What ammunition sub-types are available to the player depends on the base type. Not all ammunition types have standard, hollow point, and armor piercing variants. For example, there is no armor piercing .22 ammunition. In addition to "standard" ammunition, hollow point and armor piercing are the two most common variants. 20 gauge and 12 gauge shotguns have slug variants in addition to the standard (buckshot). Some calibers also have +P (overpressure) rounds, military surplus rounds (bought in bulk, increased power, increased wear on the weapon), or hand loads. Hand loads are always built at reloading benches in the world and can take a number of different forms. For example, you can craft .308 Jacketed Soft Points or .45-70 Gov't Semi-Wadcutters with very "hot" loads.

Energy Weapons and Explosives can also use ammunition subtypes. Some energy ammunition has "over charge" or "bulk" variants, the former being high-powered but damaging to the weapon and the latter being cheap but under-powered. 25mm grenades (used in the grenade machinegun) have a high explosive variant and 40mm grenades have an incendiary variant.</em> <em>

<span style="color: #ff0000;"><strong> Are the Super Mutants in the screen shots graphical stand ins? Will they eventually have the unique appearance of the Mariposa Super Mutants from FO1 & FO2 (as seen in talking head dialogues), or will they appear as they do in the screen shots, almost identical to FO3 Vault 87 mutants?</strong></span></em> <em>
<em>From Chadious Maximus via Bethesda Blog</em></em> <em>

<strong>JS:</strong></em> <em> Our early Super Mutant and Nightkin models were placeholders. All of them have been re-textured, slightly remodeled, and re-animated to more closely resemble the Mariposa Super Mutants.

<span style="color: #ff0000;"><strong> Will the ending slides for all of the settlements return in New Vegas? </strong></span></em> <em>
<em>From @B3nt0k via Twitter</em></em> <em>

<strong>JS: </strong></em> <em>We may not hit every single group or location, but our ending is pretty comprehensive in what it covers.

<span style="color: #ff0000;"><strong> What other creatures are in New Vegas, and is it possible to see concept art of a new creature?</strong></span></em> <em>
<em>From Richard via Facebook</em></em> <em>

<strong>JS: </strong></em> <em>One of my favorites is the Cazador. Cazadores are mutated tarantula hawk wasps that have found their way north from the Sonoran Desert. They aren't very durable, but their poison is deadly and they are very creepy looking.
<a title="External link" rel="nofollow external" href="http://static.bethsoft.com/blog/cazador ... g">Cazador Concept Art</a></em> <em>

<span style="color: #ff0000;"><strong> Will each faction have a radio station?</strong></span></em> <em>
<em>From @hawker101 via Twitter</em></em> <em>

<strong>JS: </strong></em> <em> Not every faction has a radio station, but I hope people are happy with the radio stations, DJs, and music selection we have.

<span style="color: #ff0000;"><strong> Will there be any sort of party involved? A few companions to tag along?</strong></span></em> <em>
<em>From Rui via Facebook</em></em> <em>

<strong>JS: </strong></em> <em> Yes. The player may have one humanoid and one non-humanoid companion at any given time.

<span style="color: #ff0000;"><strong> Will you get to meet that badass from the teaser trailer?</strong></span></em> <em>
<em>From @Xenoliath via Twitter </em></em> <em>

<strong>JS: </strong></em> <em>Eventually. :)</em></p>
</blockquote>
<p> </p>
<p>And an addition by Jason Bergman:</p>
<blockquote>
<p><em><strong><span style="color: #ff0000;">What does Steamworks mean to you? Senior producer Jason Bergman explains:</span></strong>

"Fallout: New Vegas uses Steamworks for achievements and other features (such as friends lists, cloud storage of user preferences and so on). Use of Steam will be mandatory at retail. So what does that mean? We&rsquo;ve implemented Steamworks in as light and unobtrusive a way as possible. Yes, you will have to install Steam when you install Fallout: New Vegas if you don&rsquo;t already have it. And yes, you will have to be online at the time of that initial install. However </em> <em><strong>you can install the game on as many systems as you want (with no restrictions!)</strong>, and <strong>you do not have to be online to play the game after your initial activation</strong>. Not only that, but<strong> once the game has activated on Steam, you can throw out the game DVD entirely and just download the game over Steam</strong>. If you don&rsquo;t even have a DVD drive, you can just take the CD-Key from the box, enter it into Steam, and download it without ever using the disc at all.
<strong>
For those concerned, this will have no affect on mod development whatsoever. Modders will still be able to create and distribute their plugins the same way they have in the past. </strong></em> <em>

We made the decision to use Steam after looking at all the various options out there and decided that it provided the best, least intrusive experience for PC gamers. We think you&rsquo;ll agree."</em></p>
</blockquote>
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Retlaw83
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Post by Retlaw83 »

This makes me feel a little better about this enterprise.
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Post by TheBearPaw »

I didn't know they were making perks available every second level. That's interesting. One more incentive to have multiple playthroughs, huh?
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Post by POOPERSCOOPER »

I just posted this KoC.
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Post by MR Snake »

Communication breakdown
Do these glasses and my two chins make me look sexy?
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Post by SenisterDenister »

MR Snake wrote:Communication breakdown
Its always the same.
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Post by King of Creation »

POOPERSCOOPER wrote:I just posted this KoC.
Oops. No one usually posts any real news, so I don't bother checking before I post anything.
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